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VSKYLABS Hungarocopter HC-02 'Weekend Window'

[VSKYLABS Promotion] issued 27th March 2026

Weekend Window has ended.

The Hungarocopter HC-02 is an innovative, two seat ultralight helicopter, powered by Rotax 915iS. It is the first helicopter developed and manufactured in Hungary.

The Hungarocopter HC-02 was designed and manufactured using state-of-the-art technology, with the combined result of excellent handling characteristics, high payload, passenger and crew safety compared to empty weight. These properties and the relatively high power available together place it in a category higher than its size, even when operating under unfavorable air density - altitude conditions. Another significant advantage is the low maintenance requirement.

For more information about the real-world Hungarocopter HC-02, visit the Hungarocopter website:
https://hungarocopter.hu/en/hc-O2

Hungarocopter HC-02 Specifications:

Seats: 2  
Engine type: Rotax 915 IS, 141 hp  

Dimensions:
Overall Length: 7310 mm  
Overall Height: 2570 mm  
Main Rotor diameter: 7010 mm  
Total Fuel capacity: 60 lt  

Weight:
Full load weight: 600 kg  
Empty weight: 350 kg  
Payload: 250 kg  

Performance:
VNE: 209 km/h / 110 Kts  
Cruise speed: 160 km/h / 87 Kts  
Max. Range: 400 km  
Max. Endurance: 2.5 hours  
Max. Operating Altitude: 4800 m / 15700 ft  
Hovering IGE (ISA): 2750 m / 9000 ft  
Hovering OGE (ISA): 2250 m / 7200 ft  
Rate of Climb: 1500 ft/min  
Fuel consumption: 18 - 25 l / hour
 


Weekend Window has ended.
For full details, enter the HC-02 page at the VSKYLABS Aircraft Center.





Thank you for flying VSKYLABS!

CT/4E Update - Cockpit-Builders Assignment Layer Integration

[VSKYLABS Update Release] issued 25th March 2026

A new feature has been introduced with the release of the VSKYLABS 'Test-Pilot': CT/4E Airtrainer v3.1.0.

The VSKYLABS Cockpit-Builders Assignment Layer enables direct assignment of switches, buttons, levers, and other interactions via the X-Plane 12 assignment interface, replacing the previous slider-based convention.

This significantly improves integration with external hardware and streamlines cockpit setup workflows.

Available via latest package download (v3.1.0, released 23 March 2026).

Responsive Support at X-Plane.org: VSKYLABS CT/4E Airtrainer section


Notice: SkunkCrafts Support Discontinued

[VSKYLABS Development News] issued 23rd March 2026

Hello VSKYLABS Test-Pilots!

In the next hours, you may see RED messages in the SkunkCrafts Updater.
Do not panic, this is expected.

SkunkCrafts support has been discontinued across the entire VSKYLABS fleet.


IMPORTANT: VSKYLABS Product update philosophy has changed:

  • Transition from on-going progressive updates to stable, more thorough updates.
  • This means, larger updates, longer update intervals.
  • No need to check the product version on a daily or weekly basis.
  • Updates will be announced in advance, in all VSKYLABS channels (and there are many).
  • No VSKYLABS customer will be left behind.


What happens next (updates):

All updates are now provided via your store account (latest package download).

Stay informed via:


Documentation & Updates:

  • Now centralized in the VSKYLABS Aircraft Center.
    That includes Manuals, update change-logs and related documentation.
  • It is recommended to log into your store account and download the latest build (for updated internal structure and links).

Post-SkunkCrafts routine:

  • Use the Aircraft Center as the primary reference.
  • Check the VSKYLABS Magazine for announcements.
  • Follow your VSKYLABS aircraft product forum at the X-Plane.org

This infrastructure update is part of setting a new VSKYLABS operational baseline, which includes higher product stability, consistency, and reliability.

All product packages have been updated. It is recommended to log into your store account and download the latest build!


Enjoy flying,
VSKYLABS

VSKYLABS Dev Update: Interaction & Assignment Standardization

[VSKYLABS Development News] issued 17th March 2026


Hello VSKYLABS Test-Pilots!

The VSKYLABS Cockpit-Builders Assignment Layer has matured and became a core element of the VSKYLABS development framework. It was already implemented in about 50% of the existing VSKYLABS products, now being deployed to the rest of the fleet.

The Assignment Layer introduces a standardized interaction framework, unifying how cockpit/aircraft elements respond to user input across all supported aircraft.

It provides a straightforward assignment-system for all aircraft switches, knobs, and interactions via a dedicated X-Plane 12 assignment layer, interfaced via X-Plane 12 built-in assignment screens, eliminating the need for using 3rd party plugins for binding commands into hardware switches/knobs/levers/buttons etc...

As part of this process, legacy VSKYLABS interaction methods are being phased out and replaced with current VSKYLABS interaction and assignment logic.

Key outcomes include:
  • Consistent interaction behavior across the VSKYLABS fleet.
  • Expanded and seamless control assignment options.
  • Improved compatibility with custom cockpit hardware setups.
  • Streamlined interaction logic and response.
The VSKYLABS Cockpit-Builders Assignment Layer update is scheduled for implementation in the remaining products starting the very near future.

Remaining VSKYLABS products which are expecting the update:

Attached down below are selected VSKYLABS Cockpit Builders Assignment Layer Feature Cards, of already-implemented aircraft.

Completion of this implementation across the remaining VSKYLABS fleet will mark a significant milestone in VSKYLABS aircraft integration with X-Plane 12.


Stay tuned! 


Huss
VSKYLABS


A Few Inches Lower: VR Lessons from the SR-71 Cockpit

[VSKYLABS Development Notes] issued 14th March 2026


In this article, I will introduce an important phase and practice in the development of virtual simulation models. In our case, this refers to VSKYLABS development of aircraft for the X-Plane Flight Simulator.

True scaling of the virtual cockpit:

To make a long story short, scaling the virtual aircraft so it represents the real-world aircraft in a true 1:1 scale is maybe the most fundamental process in the virtual aircraft development process. In X-Plane, proper scaling of the aircraft is not only crucial for proper aerodynamic calculations... it is also crucial for providing a realistic flying experience in the virtual cockpit.

During development, at some point, flight testing is flown in the VR (Virtual Reality) environment. This takes place in a relatively early state of the project, where things are tight enough, yet not fully completed.

'Man-Machine' integration:

Real cockpits are tailored around a human pilot, providing seamless 'integration' with the aircraft (in most cases...). If there's a switch that should be reached by the pilot during aircraft operation and flight, the average pilot should simply reach his hand and touch it.

This goes for levers, buttons, dials... In many cockpits, some of the systems are located around the pilot: overhead panels, below the seat, behind the other seat, between the legs. These should be reachable as well in VR... replicating the real-world configuration.

Another 'Man-Machine' integration aspect that is evaluated in this process is the overall geometry of the panels, padding and the canopy cut-outs, which should align properly (with some adjustments) to pilot height, providing an authentic line-of-sight with the world.

Exploring/evaluating the virtual cockpit:

When I first sit in the WIP virtual cockpit, in VR, it must simply 'feel right'. I use the touch controllers and set my hands over the throttles, going through all levers and switches... all should perfectly fit. This is the ultimate scaling validation of the cockpit and its ergonomic design, which should reflect the real-world aircraft.

Then, I place the touch controller on my seat cushion, just between my legs. The virtual and the physical cushions should 'align', and the touch controller should 'sit' on the virtual cushion.

Looking outside, around... I seek the familiar 'cockpit feeling'... try to sense the depth of the aircraft floor, trying to read the instruments... see that all fits right.

Then, I take it for a short ride, looking for unexpected issues of line-of-sight and field of view. Some aircraft are amazingly surprising when transitioning from a 2D display to VR. The combination of peripheral vision and natural head movement brings the flying experience to a whole new level of realism. In most cases, when flying in VR, it is much easier to see the runway through caged canopies during taxi, takeoff, and landings, or to manage taxiing in a tail-dragger, where the nose is set high above the runway when looking forward. In VR we can look 'over the shoulder' and past cockpit obstacles and notice ultimate peripheral cues with peripheral vision.

In the following video - cockpit operation and landing in Full-VR environment. I'm flying the VSKYLABS F-19 Stealth Fighter, in full VR environment (touch controllers and physical pedals, no physical Joystick or switches).

The VSKYLABS F-19 cockpit was designed and modeled following the F-18 late cockpit design, with only a few adaptations. All cockpit elements which were designed for human interaction in the F-18, are in full and comfortable each of the pilot in VR.

Lets set the focus on the caged cockpit of the F-19. When flying in X-Plane using 2-d display, landing the aircraft becomes a bit challenging due to the canopy cage structure, similar to the SR-71. However, when flying in VR, the addition of peripheral vision and natural head movement results with a straightforward operation, visuals with the runway and judgement to the touch-down zone.


The SR-71A Blackbird Cockpit and Canopy Geometry ALL WRONG??:

Here is a fascinating 'behind-the-scenes' story from the early stage of the VR scaling validation process.

During the development of the VSKYLABS SR-71-TB, extensive operations were tested in VR. At the time, the development of the 'synthetic' aerial refueling session was nearly complete, and since all components had been modeled in 1:1 true scale, I wanted to see how it would feel inside the cockpit in VR.

During the 'synthetic' refueling, I noticed a severe problem. Hey! This does not feel right!

The air refueling is set as a kind of a 'baked' phase (no actual formation flying). The SR-71 and the tanker are aligned, geometrically speaking, as closely as possible to the real-world conditions. Yet, even in VR, when sitting in the virtual cockpit of the SR-71, I could hardly see the designated area on the tanker that should be observed during the refuel, if it were a real-world formation flying segment.

*To note that I've 'been there, done that' for real, yet obviously not in the SR-71...still...I knew what to look for...


This was a serious issue. I re-checked everything, inspected the 3D model, the drawings, tons of references. All seemed right, yet... realistically, sitting 'in-place' with the tanker didn't feel right. It felt almost impossible to fly formation and see the tanker signals if it were an actual aerial refueling.

At the time, I was in close contact with Ret. Lt. Col. BC Thomas. We discussed many of the real-world SR-71 operational aspects with a focus on systems and flying practices. In one of our conversations I asked him: BC, something doesn't fit when I am sitting in the SR-71 model, observing the tanker... I can hardly see the tanker signal area... if I were flying this in real-time formation, I could not see the tanker's belly clearly. Was it that hard to fly formation with the tanker? Or...is it a serious modelling issue...?

His reply was amazing, and solved the issue instantly: he told me that during aerial refueling sessions he had to lower the seat so much that the stick almost hit his chin (as he described it) to see the tanker properly. He told me that once sitting lower, flying the aerial refueling was quite smooth and straightforward.

Once we ended that conversation, I launched the VSKYLABS SR-71 in VR and flew to the aerial refueling phase. Then, I lowered the seat (using the down arrow, in VR)... and... once positioned quite a few inches lower, the view was perfect! This 'lowering of the seat' action was an actual real-world SR-71 pilot technique, and it validated the cockpit geometry of the model...using VR...amazing isn't it?

VR is not only powerful for the pilot. For the developer, it becomes an engineering tool, allowing cockpit geometry and human-machine integration to be validated. It is a crucial human-factors validation tool in cockpit geometry development.



Huss
VSKYLABS

VSKYLABS Test-Flight Report: Revolution Mini-500, Flying the Power Curve

[VSKYLABS Test-Flight report] issued 9th March 2026

Hello VSKYLABS Test-Pilots!

A simple, yet fascinating experience in X-Plane 12, reflected here from the VSKYLABS cockpit.

I took the Mini-500 for a short hop. X-Plane version 12.4.0-r2.

Above is an edited video showing segments from that flight, which took about 4 minutes.


Very long time since the last time I flew the Mini-500. Most of my flying these days are test and evaluation flights; usually short, mission-oriented segments that are highly focused. In many cases they are repetitive: flying the same segment again and again until the results are satisfactory.

My last flight in the Mini-500 was (very) long ago, so I considered this experience as 'fresh'.

My flight window was short, so I started the flight in 'Engines Running' mode. Everything was already set; cyclic, collective, pedals. Up we go...(raising collective and tickle the pedals).

My first thought was: Oh gosh… this is so under-powered...man...have I missed a flight-model update in X-Plane???

*Reminder - I developed this helicopter for X-Plane, and people may be flying it as we speak!

I was pulling collective and almost nothing happened...well, almost nothing. I continued raising it for a clear lift-off. Anti-torque input was very responsive, yet predictable (phew...). Once airborne, I could confirm: a very weak helicopter. As I pulled the collective just a bit higher, I could practically hear the engine being stressed, the RPM struggling to hold 100%....NICE!!!

The Mini-500 is powered by a Rotax 582 / 67 hp engine. So this drive-train behavior was expected, and obviously was one of the core aspects in development. But as noted...I haven't flown it for a very long time. 

Since I only had a few minutes for this hop, I moved into a clearer area and gently pushed forward to gain airspeed and actually fly. At this point I noticed the drive-train strain again as I raised the collective gently for forward flight. As a side-note I'll add that demonstrating this Man-Machine interface was one of the core objective in the development of the VSKYLABS Mini-500. I hadn’t flown it for many months, yet it felt just right.

I love under-powered aircraft. Flying them forces the pilot to manage the engine, controls, and energy (airspeed, altitude, sink rates...) with constant attention.

A few seconds later I crossed the dark side of the Height-Velocity envelope while accelerating.

The flight took place at Base-8, which provides quite a few references and 'positive distractions'. I decided to follow one of the inner roads and headed toward the Ramp Compound area. The combination of low sun angle and haze looked immersive. It was one of those moments that occasionally happen when flying in X-Plane 12 under 'interesting' weather conditions.

As I  got close to the ramp compound, which is a kind of a confined landing area, depending on the approach, I slowed down and descended while performing a quick 180° turn to position myself just in front of the snowy ramp.

During that combined descent and turn there was a moment when I had to raise the collective and add anti-torque input quite significantly. I felt that I might not make it. The RPM was stressed, and I recognized an unintentional drop in altitude as I raised the collective higher than expected.

It was one of those moments:

Raise the collective higher… or wait for the power.

I waited for the power, while keep losing a bit of altitude.

RPM gained 100% and the situation was controllable again. Phew. No crash...

I accelerated again and headed to the nearby unpaved landing strip, performing a fast fly-by. It was pretty fun and the Mini-500 felt spot-on. It really 'comes alive' above 60 knots...

I pulled up gently and made a large 360° turn above the paved runway area, coming back for landing. Final approach was a bit 'hotter' than planned. Again, I found myself managing the power curve a bit too late and low with a slightly higher sink rate. I guess that this is was due to the fact that I've flown powerful VSKYLABS helicopters lately, and for me, this flight was in fact a kind of an adaptation flight...getting back to my old 'Mini-500 skills'...

Just like over the ramp compound, the power-train eventually provided the needed power though during the maneuver I had my doubts...again...

Landing was predictable, gentle and...safe.

End of flight.

I conclude the experience as very satisfying. Both in  a sim-pilot and a developer perspective.

What I enjoyed the most was the interaction with the Mini-500 from the controls-perspective. It is an under-powered helicopter, and that characteristic is noticeable both in handling (how it feels on the controls), and in the sound feedback.

Flying aircraft by the sounds they make is one of the most satisfying experiences.
(Depending on the aircraft, this characteristics is implemented in many VSKYLABS aircraft, indicating stall, airspeed over the canopy, high Alpha buffet and so forth).

This handling and feedback combination triggers certain instincts in real-world pilots, regardless of what aircraft they fly.


Huss
VSKYLABS